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121. An Open letter to CCP : A year in summary - in Feedback/Requests [original thread]
Howdy. The first thing to note... While this is a long post it is not intended to be a rant. It is feedback meant to be constructive. Most of you know me, or have some idea of who I am and what I do around here. For those that don't, I'll introd...
- by Nova Knife - at 2013.02.13 06:57:00
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122. An Open letter to CCP : A year in summary - in Feedback/Requests [original thread]
Though, moving back to my earlier point : What is there that will make dust stand out and make it great? I ask this openly, knowing full well at least some of the plans for the nearish and far future. At least currently? We have nothing. The guns ...
- by Nova Knife - at 2013.02.13 06:57:00
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123. An Open letter to CCP : A year in summary - in Feedback/Requests [original thread]
The communication gap has been something multiple people have spoken out and asked desperately for measures to improve things. To be as blunt as possible : The information that needs to be getting to the dev teams in most cases (apparently) never ...
- by Nova Knife - at 2013.02.13 06:57:00
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124. Av grenade tweak - in Feedback/Requests [original thread]
You can lob those suckers pretty far, the OP is right. Though, I don't have a problem with that. Personally the only change I'd make to AV nades is making them resupply much slower at supply depots and nanohives. Being able to throw them nonstop ...
- by Nova Knife - at 2013.01.28 09:46:00
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125. [Request] Elimination of the Militia Heavy Dropsuit - in Feedback/Requests [original thread]
The heavy suits themselves aren't the problem. The 'problem' is that in the early game, a heavy outclasses other suits at brawling. They have a lower player skill barrier to good match performance, which means they are better until people get th...
- by Nova Knife - at 2013.01.17 12:51:00
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126. 'Toxin' sub ADS - in Feedback/Requests [original thread]
This is not limited to the 'Toxin' variant. All of the SMG sights got painfully slow with the latest build. They could stand to be faster, they are pretty much useless to ADS with a SMG unless your target is running straight towards you or standin...
- by Nova Knife - at 2013.01.14 01:19:00
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127. [Feedback/Request] Revivial System Improvement - in Feedback/Requests [original thread]
Personally would prefer it if revives were removed altogether. I lost that battle a long time ago, though :'( These ideas aren't bad though. My only suggestion would be to update the actual topic of the OP to make it more clear at a glance what ...
- by Nova Knife - at 2013.01.14 01:17:00
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128. Reduce Militia FG Range - in Feedback/Requests [original thread]
Petty posturing above aside, All forge guns could stand have have a range reduction in my opinion, not just the militia. I'd much rather see swarm launchers being a longer range, weaker weapon designed to whittle an enemy down (IE: Their damage t...
- by Nova Knife - at 2013.01.13 11:40:00
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129. AFK skill farmers - in Feedback/Requests [original thread]
I actually do this a lot. It's my way to protest the new daily cap. I can get the maximum daily SP without ever doing one thing at all, as long as I log in and take all of 30 seconds to spawn into the MCC and go afk for 20 minutes, I can get li...
- by Nova Knife - at 2013.01.13 11:27:00
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130. MILITIA GEAR? HULK SMASH(RAGE) - in Feedback/Requests [original thread]
He does have a point. A lot of militia stuff is so good that there is really no reason to ever upgrade. Best example? Shotguns and grenades. A militia shotgun can OHK even a really good suit, maybe two shots for a good heavy if they've fit for h...
- by Nova Knife - at 2013.01.13 04:54:00
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131. Expienced pilots thoughts on what dropships need. - in Feedback/Requests [original thread]
I don't mind militia forge guns. They're just as bad as militia swarms, when you think about it. The smaller clip size and lower ROF makes them infinitely less useful against any /decent/ vehicle. The real problem with forge guns (any) is their ra...
- by Nova Knife - at 2013.01.11 00:56:00
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132. [Proposal] New SENSIBLE SP cap mechanic - in Feedback/Requests [original thread]
It's not a bad idea. Probably one of the better SP proposals I've seen, but similar to others that have been posted before. I'm not a fan of hard caps, though. The biggest flaw in the current system is that it's designed more around what we'll h...
- by Nova Knife - at 2013.01.10 23:32:00
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133. [Idea] Vehicle field removal via Bolus (RDV) - in Feedback/Requests [original thread]
This has been posted by many people, Copy left. It remains a good idea. The only thing the OP left out is the ability to steal enemy vehicles and add them to your own assets this way.
- by Nova Knife - at 2013.01.04 19:44:00
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134. So fellow tryhards, lets make a Dumbing Down list... - in Feedback/Requests [original thread]
I like how with all this talk of grenades, no one has pointed out that the militia locus grenades are broken. IMO The sleek variant of grenade needs to become the new 'standard'. The current locus need to be renamed to 'packed' and given a 2.5m...
- by Nova Knife - at 2013.01.04 19:37:00
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135. Increasing ISK Reward Suggestion that helps many issues - in Feedback/Requests [original thread]
I think the rewards are fine as-is. But that said - I also think that the ISK barrier can't be CCP's way of limiting gear. ISK barriers don't work because players always have more money than the devs think. The best example of this is titans in ...
- by Nova Knife - at 2013.01.04 11:36:00
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136. The Melee & The Knife - in Feedback/Requests [original thread]
Replaced by a smoother version. They have planned to have the knives able to sprint & run, they just didn't intend for it to be possible now, because they hadn't finished that. The bug makes it easy to see that it's a good plan, though.
- by Nova Knife - at 2013.01.04 11:01:00
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137. [Request] Grenade Resupply Cooldown. - in Feedback/Requests [original thread]
I actually wouldn't mind seeing a slower resupply rate, rather than a cooldown. Some things just get their ammo back way too fast. Mass drivers, swarm launchers, forge guns, Grenades, etc. The heavy hitting stuff all resupplies incredibly quic...
- by Nova Knife - at 2013.01.04 08:16:00
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138. The Melee & The Knife - in Feedback/Requests [original thread]
Yeah, it's pretty crazy how strong the base melee is, in comparison to the knife itself. Base melee needs to drop to 90. At hand to hand L5 it'd still be 130 (5 less than current) and with damage mods you could still get it up to 350-460 dependi...
- by Nova Knife - at 2013.01.04 08:08:00
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139. Nanite Injectors AKA Medkits, and how they should work. 2.0 - in Feedback/Requests [original thread]
If you don't know where to stick the needle? It's always at the needle/bleedout icon, not their corpse. Ignore the corpse! Needle icon means STAB HERE FOR LIFE :) As far as what the OP asked for "You should just be able to hit r1 when in range" ...
- by Nova Knife - at 2013.01.04 08:06:00
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140. Deaths - in Feedback/Requests [original thread]
I've always been against revives in dust. But, I don't agree with the OP. You can't be revived if you're not dead. Your merc is dead, someone just sticks you with nanites that repair most of the damage and bring you back. The 'call for help' op...
- by Nova Knife - at 2012.12.31 19:12:00
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